Monika
Monika
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- Monika
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@Raidoku said:
So I am a rank 1 survivor main who usually stays around rank 1-2 all the time and I played this game with some friends who wanted to try it out since they had the game pass and all 3 of them was rank 20 obviously. Why did we face killer ranks from 1-5 who all tunneled camped and made the game get uninstalled because my friends did not enjoy the concept they was introduced to. The fact that because im rank 1 doesn't mean that I can loop infinitely, do 5 gens by myself, cleanse all the totems. How are new players suppose to grow and get a chance to like or play the game if this is how they are introduced to the game?! OG DBD team needs to fix this because no one wants to sit at a ######### loading screen for 15mins trying to find a match only to get a ######### head killer that has no business facing lower rank survivors. Talking about matching "goes off highest rank survivor" I don't wanna call DBD **** but on some real ######### that was **** af so explain to me DBD not the killer mains how is 3 rank 20 survivors can beat a rank 1 killer who has all the perks and the survivors only have 1 perk slot?
Would you be willing to say the same argument or vouch on the killers side when playing with your friends you got match made against a rank 20 killer?
How are killers supposed to grow if a rank 1 can loop them the entire game.
"A killer who has no business fighting lower rank survivors"
"A killer who has no business fighting a higher rank survivor" notice a contradiction here?
There is a reason why they balance this way because 1 rank 20 surv can make 3 rank 1 survs fight a rank 20. Sorry if this angers you, but you need to understand that if you play a rank game you need to have it work on the highest.
Siege functions the same way join a ranked with a gold as a bronze, you're gonna find yourself matched against golds and diamonds as a bronze. This is how ranked systems should function.
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I do agree here that maybe maps can play some factor into gen pressure, well really it can play a lot the bigger it gets then killer selections come into play, but even then I do admit tru3 made a few mistakes here and there but generally no more than the few made by dead hard, and pallet drops.
His chases didn't take long, and with ruin up it shouldn't have hurt much. But that's a big factor he got gen rushed with ruin active. WHICH mind you has become more and more common the higher in the ranks I've come as killer I used to be a rank 1 killer every reset took a break and now I'm rocking rank 3 until further notice.
But I am noticing that my limitations as killers has become extremely tighter as people have gotten better or the seasoned survivors know how to hit those greats, I've had matches where survivors completely ignored ruin and I even hooked people infront of my totem, they just kept up gen pressure. And if you apply pressure to these types of matches you need to be a perfect killer, no mistakes no bad reads, no failed mindgames.
Which is impossible to avoid, I do believe some of these factors can be a effect of gen times being a little short to allow a variety of different gameplay maps. I'd rather hace a variety of maps with slightly longer gens then no variety maps with shorter gens.
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@NoShinyPony said:
@Monika This is not "have a cake and eat it too". You can add a 2nd objective without increasing gen time.
Just take a look at some of the existing threads where we discussed 2nd objectives, for example those with gas tanks.
Btw: Please use the "@"tag if you want to let others know that you replied to them. Quotes don't give notifications.
@NoShinyPony Well here's the few problems you have with the current game layout, killers are already forced into certain perks to delay the game and provide the best assistance that they can have. After being a long time player I don't feel that the game needs truly a second objective survivors need to escape, but more....an additive to the current objective. For example with my idea you could not only make it faster make the gens harder, or make them more interactive with furthering the interact button than just space.
Since you can press WASD while on a gen make skill checks actually be a random selection of WASD, and space after applying a gas tank. The only issue with providing faster working gens is you need to increase how long gens take. It has been proven in perks such as prove thyself and resilience stacking and stuff like that has been adjusted to keep gens for being completed within a matter of just a few minutes reducing match times to roughly 8 to 10 minutes at times (sometimes less).
I was one of the few that put together my friends and builds to complete gens with ruin active before a killer could finish a full gen patrol.
Again, if you added an objective that wouldn't just allow yourself to have a way out it would have to be an optional objective like gas, or as someone after me mentioned gears that speed up gen times.
With things being random in that type of spawning you could get boned with half a team finding one almost after they spawn, now if you really wanted to get fancy with my idea. You have gens louder, faster, hard and require more focus because skill checks. You could provide new add-ons that toolboxes can have to further increase the effect of gas. And would allow further usage of the add-ons that reduce skill check difficulty. You just need gens to be more interactive and feel less of a burden if players could interact on a more intense level with the gens. This would also allow the players who aren't confident with the new harder system through the gas to have the option to avoid it at the cost of it takes a little longer to complete gens.
I understand this sounds more like a rant, but I'm just throwing ideas at the wall to see what sticks with everyone, maybe together we could further branch off a single idea rather than deny that the idea wouldn't work.
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@NoShinyPony said:
@Monika The add-gas-to-gens-idea isn't new. We have discussed this in multiple threads.
Increasing gen time is something the majority of the community doesn't want, simply because repairing gens is not exciting.
My idea is to make it incredibly optional but just make life easier and harder all ay the same time, thid would ease up a killers life while also giving something to do. And I understand that gens can be lacking, but the gens game depends on the killer and stuff like that but sadly with this type of game avoiding gen work is hard making a secondary objective that would allow escape isn't quite...a good idea for balance reasons.
Thinking of the killer side imagine watching two objective and more than 5 gens.
This is very sadly a can't have your cake and eat it too situation.
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@Peanits said:
Just dropping by to clarify; a generator actually takes 80 seconds for a single person to power, not 60 seconds. I'll also drop this here for the sake of conversation.
https://us.v-cdn.net/6030815/uploads/016/VSZZGYDNBD21.jpg
And now I'll go back to lurking and see what kind of suggestions everyone has.
Hey Peanits I have an idea that I genuinely think is a wonderful idea and I would love to hear what the community thinks about this.
So this idea is with killers and survivors in mind, bump gen time up to roughly 160 seconds (this number is just a rough number and would require testing) so how about add in gas tanks around the world, and in these gas tanks is High Octane fuel. This fuel makes your gen louder and will give a great speed increase to the repair time.
To me this sounds like an idea to kind of push out a Ruin Meta, along with giving survivors something to do during the match, which can be further increased with team work.
Of course this idea would need some polishing and is just a rough idea.
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I was in a game recently where I ran around the killer, he finally downed me when the only remaining survivor is slugged.
Well...you're kind of wrong and you misunderstood the use of EDC it wasn't because killers were getting T-Bagged for 3 minutes 4 minutes it's because survivors were locking the game down for 15- 20 and sometimes even 30 minutes to cause a killer to DC and loose his points if he wanted to get into another match.
Now I do agree there should be some way for the game to bounce both ways but if you provide an option to just die as the last person alive if you go down people will use it anyways not knowing if the killer will slug them or not. They will just leave because the got mad or frustrated that they went down. With people DCing being the last alive like its going out of style you don't need to add in a way for them to "DC" without punishment being the last alive.
Now again toxicity in that game can make both parties have a hard time enjoying the game and the nurse was obviously mad that you outplayed her.